Kullen

Zim's page

8 posts. Alias of Zeetle Wyrp.


Full Name

Zimone Smith

Race

Half-Orc

Classes/Levels

Wizard 2 (universalist)

Gender

male

Size

medium

Age

25

Alignment

Neutral Good

Deity

Cayden Cailean

Languages

Orc, Common, Draconic, Giant, Gnoll,

Strength 14
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Zim

Appearance/Persona:

Zimone is a tall, thick, brutish half-orc with a set of protruding lower tusks and light gray skin. In stark contrast to this, his manner, voice, and movements are always soft, and humble. He has pierceing green eyes that some find unsettling. Although extremely thoughtful, he keeps to himself, mostly out of respect for others. Zimone understands that his contenance, and inevitably tragic past upset people, so he compensates by presenting himself in a calm collected manner. Although very forgiving and understanding, Zimone stands firm when abused.

Background:

Zimone was the most gifted child the orphanage had ever seen. When they received him at age 8 he was fluent in several languages, made surprisingly accurate weather forecasts, and drew maps of Avistan from memory. Despite racial disparity, his talents landed him a position at a prominent smithy in Grayhaven, called Gragmark's Anvil.

The owner and head blacksmith Grondlewat Peekbellows (Gnome Expert 9) was a staunch perfectionist and a bit of a sadist to boot. He beat and chastised poor Zimone mercilessly for the first few months of his indentured servitude. Zimone did nothing to deserve this (other than being a half-orc). He aced most tasks, and never talked back. Eventually his calm, steady demeanor won him some peace. Grondlewat never appologized though, nor did he show Zim any actual respect. To Peekbellows, Zimone was just another tool in his shop, no better or worse than a common drift pin or trip hammer.

None of that bothered Zimone much. He wasn't interested in smithery. He found it easy to master and boring to perform. His passion was Grondlewat's library, which although certainly off limits, was easy to access. Zimone would sneak a book or two off the dusty shelves, and study them quietly in his bunk at night. His darkvision concealed his secret pleasure, and as the years of his apprenticeship went by, Zimone mastered the obscure and often esoteric subjects in peekbellows collection. As his studies deepened, Zim's appetite for growth drove him to greater and greater feats of practiced devotion. He began memorizing the arcane formulae entombed in Peekbellow's spellbooks, and late one night, in the stillness of the forge's storehouse, Zimone cast his first spell.

Zim had no trouble copying the basic incantaitons he mastered into a blank journal. He left Gragmark's soon after, with some meager supplies, and the greataxe he forged for his journeyman test. The longboatman he paid for passage south never asked him his name, until they reached the southern banks of Lake Rykal. After a short perplexed pause Zimone replied, "Smith, my name is Zimone Smith." with a smug skyward looking smile.

Zim knows he'll be followed, and can never set foot in Grayhaven again, since the axe alone was worth 30 times his apprenticeship. He sets off south into the wilderness hoping to find magic, glory, and fame amongst the rough Rostlanders.

Stats:

Initiative +4
AC 10, flat 10, touch 10
HP 12
Fort +2
Ref +0
Will +3
Speed 30

Offense
HotA MW Greataxe +5, 1d12+2, x3 (Ranged 30' max) 6x's per day
MW Greataxe +4, 1d12+3, x3
CMB +3, CMD 13

Traits:

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Magic Missle

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged
wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and
their ilk.

Feats:

Improved Initiative
Scribe Scroll(wiz)

Racial Traits:

+2 to One Ability Score: (int)
Orc Blood: Count as Orc or Human for any effect related to race.
Weapon Familiarity: Proficient with Greataxe and Falcion
Acute Darkvision: Some half-orcs have exceptionally
sharp darkvision, gaining darkvision 90 feet. This racial
trait replaces orc ferocity.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Skills:

2 rank each: Appraise +10, Craft Weapons +8, Spellcraft +8, Knowledge Arcana +8, Nature +8, Geography +8 ; All other skills untrained. Favored class bonus taken as skill point.

Gear:

Masterwork Greataxe free 12 lbs (Bonded Item)
Backpack 2gp 2 lbs
Bedroll 1sp 5 lbs
Case, map or scroll (10) 10 gp 5 lbs
Flint and steel 1gp
Pot, iron 8 sp 4 lbs
Rations, trail (5) 2gp 5sp 5 lbs.
Tent 10gp 20 lbs
Waterskin 1gp 4 lbs
Spell component pouch 5gp 2 lbs
Spellbook, wizard’s free 3 lbs
Artisan’s tools, masterwork 55 gp 5 lbs
Ink (1 oz. vial) 8gp
Inkpen 1sp
Antitoxin (1) (vial) 50 gp
Traveler’s outfit 1 gp 5 lbs
Level 1 scrolls
Mage Armor(4) 50gp
Shield(4) 50 GP
Unseen Servant(2) 25gp
Color Spray(2) 25gp
Ray of Enfeeblement (2) 25gp
Comprehend Languages (2) 25gp
Mount (8) 100gp
Level 2 Scrolls
Bulls Strength 150gp
Cats Grace 150gp
Bears Endurance 150gp
Owls Wisdom 150gp
*level 1 scrolls scribed by Zim*
Total= 1,045gp 15sp 68 lbs

Currency: 128gp 5 sp

Spells:

0 lvl: all
1st: Mage Armor, Shield, Magic Missle, Unseen Servant, Comprehend Languages, Mount, Endure Elements, Color Spray, Ray of Enfeeblement